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Optimize ShaderN64DepthCompare a little bit.
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@ -1947,11 +1947,13 @@ public:
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{
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if (config.frameBufferEmulation.N64DepthCompare != 0) {
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m_part =
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"uniform lowp int uEnableDepth; \n"
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"uniform lowp int uDepthMode; \n"
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"uniform lowp int uEnableDepthUpdate; \n"
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"uniform mediump float uDeltaZ; \n"
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"bool depth_compare(highp float curZ) \n"
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"bool depth_compare(highp float curZ) \n"
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"{ \n"
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" if (uEnableDepth == 0) return true; \n"
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;
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if (_glinfo.imageTextures) {
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m_part +=
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